Not weird at all. Lobo is pretty insane now post patch. He can do 40-50% unclashable damage, has a 50/50 situation when you are half screen-sweep distance with the low hook or overhead charge, his trait lets him zone Joker out kinda easily now, and he can get in crazy fast and easily by rolling under projectiles with his dash. I haven't played against Lobo so much, but I have been playing as him alot more. If they load the nuke shells outside of a combo string, it's going to be unsafe, so punish it with a gunshot (they'll still load them, but you get 8% out of it). His anti-air is kinda average, so jumping around on him is relatively safe (he has an air grab, but it's startup is slower than the others and its hitbox is crappy). His oki game is pretty insane and always has been, so you need to respect that. His charge is now a shitload better on wakeup, so teeth setups are tough to get on him- best bet is probably pushblocking him back into them or mb f3. String-wise, if he's close to you he has a low starter with b1 2 that pops you up, and can be followed with a d1 into command grab (though the timing is insanely tough), he has huge range on the second hit of the 2 1 string which is an overhead, and the b2 u1 string is slow as hell but insanely powerful. His crossup j2 is solid too, so watch for that (it's actually very similar to Joker's). Command grab is always a threat, try to see it coming and neutral jump for a full combo punish. It actually whiffs when cancelled from alot of his strings on hit, but on guard if he does it he will catch you, so keep that in mind and if you see him doing that, jump his strings after 2 hits. The OTG stuff is useful against him (and everyone) because Lobo's are extremely wakeup happy now with that buff, so make good use of the crowbar now that it has a purpose and teach him to start blocking on wakeup- that will expose him to teeth setups. Full screen you're safe to zone him out with the gun, but he can just duck or dash under it, so use it sparingly. Once he's at 3/4 screen, if he's traited, he can punish you on whiff for 28% with a MB pump shot, so you have to start ducking. With his new range, there really isn't anywhere we want him expect full screen, and there's nothing for us to do there but whiff gunshots, so he isn't an easy matchup because he has better mixup up close and can dish out huge damage with pump shots anywhere else on the screen. When he has you on block, start blocking low, then go high. He can mix in a low pump shot traited to pop you us at any time, so you have to try to read that and go back to blowing low. The only overhead starter he has is the b2u1 string, which is slow enough to react to and you can probably even d1 him out of it. Make good use of pokes when you're up close then switch to b1 crowbar to get some OTG going. His d1 is also 6f but has less advantage than ours. Mixup that and crossups and you should do alright up close. This is mostly information on Lobo with a little bit of strategy, so sorry about that, but I hope this helps!